// Copyright 2019 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/D3D12/DX12Texture.h" #include "Common/Align.h" #include "Common/Assert.h" #include "VideoBackends/D3D12/Common.h" #include "VideoBackends/D3D12/D3D12Renderer.h" #include "VideoBackends/D3D12/D3D12StreamBuffer.h" #include "VideoBackends/D3D12/DX12Context.h" #include "VideoBackends/D3D12/DescriptorHeapManager.h" namespace DX12 { static D3D12_BOX RectangleToBox(const MathUtil::Rectangle& rc) { return D3D12_BOX{static_cast(rc.left), static_cast(rc.top), 0, static_cast(rc.right), static_cast(rc.bottom), 1}; } static ComPtr CreateTextureUploadBuffer(u32 buffer_size) { const D3D12_HEAP_PROPERTIES heap_properties = {D3D12_HEAP_TYPE_UPLOAD}; const D3D12_RESOURCE_DESC desc = {D3D12_RESOURCE_DIMENSION_BUFFER, 0, buffer_size, 1, 1, 1, DXGI_FORMAT_UNKNOWN, {1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE}; ComPtr resource; HRESULT hr = g_dx_context->GetDevice()->CreateCommittedResource( &heap_properties, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&resource)); CHECK(SUCCEEDED(hr), "Create texture upload buffer"); return resource; } DXTexture::DXTexture(const TextureConfig& config, ID3D12Resource* resource, D3D12_RESOURCE_STATES state) : AbstractTexture(config), m_resource(resource), m_state(state) { } DXTexture::~DXTexture() { if (m_uav_descriptor) { g_dx_context->DeferDescriptorDestruction(g_dx_context->GetDescriptorHeapManager(), m_uav_descriptor.index); } if (m_srv_descriptor) { g_dx_context->DeferDescriptorDestruction(g_dx_context->GetDescriptorHeapManager(), m_srv_descriptor.index); } if (m_resource) g_dx_context->DeferResourceDestruction(m_resource.Get()); } std::unique_ptr DXTexture::Create(const TextureConfig& config) { constexpr D3D12_HEAP_PROPERTIES heap_properties = {D3D12_HEAP_TYPE_DEFAULT}; D3D12_RESOURCE_STATES resource_state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; D3D12_RESOURCE_FLAGS resource_flags = D3D12_RESOURCE_FLAG_NONE; if (config.IsRenderTarget()) { if (IsDepthFormat(config.format)) { resource_state = D3D12_RESOURCE_STATE_DEPTH_WRITE; resource_flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL; } else { resource_state = D3D12_RESOURCE_STATE_RENDER_TARGET; resource_flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET; } } if (config.IsComputeImage()) resource_flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; const D3D12_RESOURCE_DESC resource_desc = { D3D12_RESOURCE_DIMENSION_TEXTURE2D, 0, config.width, config.height, static_cast(config.layers), static_cast(config.levels), D3DCommon::GetDXGIFormatForAbstractFormat(config.format, config.IsRenderTarget()), {config.samples, 0}, D3D12_TEXTURE_LAYOUT_UNKNOWN, resource_flags}; D3D12_CLEAR_VALUE optimized_clear_value = {}; if (config.IsRenderTarget()) { optimized_clear_value.Format = IsDepthFormat(config.format) ? D3DCommon::GetDSVFormatForAbstractFormat(config.format) : D3DCommon::GetRTVFormatForAbstractFormat(config.format, false); } ComPtr resource; HRESULT hr = g_dx_context->GetDevice()->CreateCommittedResource( &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, resource_state, config.IsRenderTarget() ? &optimized_clear_value : nullptr, IID_PPV_ARGS(&resource)); CHECK(SUCCEEDED(hr), "Create D3D12 texture resource"); if (FAILED(hr)) return nullptr; auto tex = std::unique_ptr(new DXTexture(config, resource.Get(), resource_state)); if (!tex->CreateSRVDescriptor() || (config.IsComputeImage() && !tex->CreateUAVDescriptor())) return nullptr; return tex; } std::unique_ptr DXTexture::CreateAdopted(ID3D12Resource* resource) { const D3D12_RESOURCE_DESC desc = resource->GetDesc(); const AbstractTextureFormat format = D3DCommon::GetAbstractFormatForDXGIFormat(desc.Format); if (desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE2D || format == AbstractTextureFormat::Undefined) { PanicAlertFmt("Unknown format for adopted texture"); return nullptr; } TextureConfig config(static_cast(desc.Width), desc.Height, desc.MipLevels, desc.DepthOrArraySize, desc.SampleDesc.Count, format, 0); if (desc.Flags & (D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) { config.flags |= AbstractTextureFlag_RenderTarget; } if (desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS) config.flags |= AbstractTextureFlag_ComputeImage; auto tex = std::unique_ptr(new DXTexture(config, resource, D3D12_RESOURCE_STATE_COMMON)); if (!tex->CreateSRVDescriptor()) return nullptr; return tex; } bool DXTexture::CreateSRVDescriptor() { if (!g_dx_context->GetDescriptorHeapManager().Allocate(&m_srv_descriptor)) { PanicAlertFmt("Failed to allocate SRV descriptor"); return false; } D3D12_SHADER_RESOURCE_VIEW_DESC desc = {D3DCommon::GetSRVFormatForAbstractFormat(m_config.format), m_config.IsMultisampled() ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY : D3D12_SRV_DIMENSION_TEXTURE2DARRAY, D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING}; if (m_config.IsMultisampled()) { desc.Texture2DMSArray.ArraySize = m_config.layers; } else { desc.Texture2DArray.MipLevels = m_config.levels; desc.Texture2DArray.ArraySize = m_config.layers; } g_dx_context->GetDevice()->CreateShaderResourceView(m_resource.Get(), &desc, m_srv_descriptor.cpu_handle); return true; } bool DXTexture::CreateUAVDescriptor() { if (!g_dx_context->GetDescriptorHeapManager().Allocate(&m_uav_descriptor)) { PanicAlertFmt("Failed to allocate UAV descriptor"); return false; } D3D12_UNORDERED_ACCESS_VIEW_DESC desc = { D3DCommon::GetSRVFormatForAbstractFormat(m_config.format), D3D12_UAV_DIMENSION_TEXTURE2DARRAY}; desc.Texture2DArray.ArraySize = m_config.layers; g_dx_context->GetDevice()->CreateUnorderedAccessView(m_resource.Get(), nullptr, &desc, m_uav_descriptor.cpu_handle); return true; } void DXTexture::Load(u32 level, u32 width, u32 height, u32 row_length, const u8* buffer, size_t buffer_size) { // Textures greater than 1024*1024 will be put in staging textures that are released after // execution instead. A 2048x2048 texture is 16MB, and we'd only fit four of these in our // streaming buffer and be blocking frequently. Games are unlikely to have textures this // large anyway, so it's only really an issue for HD texture packs, and memory is not // a limiting factor in these scenarios anyway. constexpr u32 STAGING_BUFFER_UPLOAD_THRESHOLD = 1024 * 1024 * 4; // Determine the stride in the stream buffer. It must be aligned to 256 bytes. const u32 block_size = GetBlockSizeForFormat(GetFormat()); const u32 num_rows = Common::AlignUp(height, block_size) / block_size; const u32 source_stride = CalculateStrideForFormat(m_config.format, row_length); const u32 upload_stride = Common::AlignUp(source_stride, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT); const u32 upload_size = upload_stride * num_rows; // Both paths need us in COPY_DEST state, and avoids switching back and forth for mips. TransitionToState(D3D12_RESOURCE_STATE_COPY_DEST); ComPtr staging_buffer; ID3D12Resource* upload_buffer_resource; void* upload_buffer_ptr; u32 upload_buffer_offset; if (upload_size >= STAGING_BUFFER_UPLOAD_THRESHOLD) { const D3D12_RANGE read_range = {0, 0}; staging_buffer = CreateTextureUploadBuffer(upload_size); if (!staging_buffer || FAILED(staging_buffer->Map(0, &read_range, &upload_buffer_ptr))) { PanicAlertFmt("Failed to allocate/map temporary texture upload buffer"); return; } // We defer releasing the buffer until after the command list with the copy has executed. g_dx_context->DeferResourceDestruction(staging_buffer.Get()); upload_buffer_resource = staging_buffer.Get(); upload_buffer_offset = 0; } else { if (!g_dx_context->GetTextureUploadBuffer().ReserveMemory( upload_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT)) { WARN_LOG_FMT(VIDEO, "Executing command list while waiting for space in texture upload buffer"); Renderer::GetInstance()->ExecuteCommandList(false); if (!g_dx_context->GetTextureUploadBuffer().ReserveMemory( upload_size, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT)) { PanicAlertFmt("Failed to allocate texture upload buffer"); return; } } upload_buffer_resource = g_dx_context->GetTextureUploadBuffer().GetBuffer(); upload_buffer_ptr = g_dx_context->GetTextureUploadBuffer().GetCurrentHostPointer(); upload_buffer_offset = g_dx_context->GetTextureUploadBuffer().GetCurrentOffset(); } // Copy in, slow path if the pitch differs. if (source_stride != upload_stride) { const u8* src_ptr = buffer; const u32 copy_size = std::min(source_stride, upload_stride); u8* dst_ptr = reinterpret_cast(upload_buffer_ptr); for (u32 i = 0; i < num_rows; i++) { std::memcpy(dst_ptr, src_ptr, copy_size); src_ptr += source_stride; dst_ptr += upload_stride; } } else { std::memcpy(upload_buffer_ptr, buffer, std::min(buffer_size, upload_size)); } if (staging_buffer) { const D3D12_RANGE write_range = {0, std::min(buffer_size, upload_size)}; staging_buffer->Unmap(0, &write_range); } else { g_dx_context->GetTextureUploadBuffer().CommitMemory(upload_size); } // Issue copy from buffer->texture. const u32 aligned_width = Common::AlignUp(width, block_size); const u32 aligned_height = Common::AlignUp(height, block_size); const D3D12_TEXTURE_COPY_LOCATION dst_loc = {m_resource.Get(), D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {static_cast(CalcSubresource(level, 0))}}; const D3D12_TEXTURE_COPY_LOCATION src_loc = { upload_buffer_resource, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, {{upload_buffer_offset, D3DCommon::GetDXGIFormatForAbstractFormat(m_config.format, false), aligned_width, aligned_height, 1, upload_stride}}}; const D3D12_BOX src_box{0, 0, 0, aligned_width, aligned_height, 1}; g_dx_context->GetCommandList()->CopyTextureRegion(&dst_loc, 0, 0, 0, &src_loc, &src_box); // Preemptively transition to shader read only after uploading the last mip level, as we're // likely finished with writes to this texture for now. if (level == (m_config.levels - 1)) TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); } void DXTexture::CopyRectangleFromTexture(const AbstractTexture* src, const MathUtil::Rectangle& src_rect, u32 src_layer, u32 src_level, const MathUtil::Rectangle& dst_rect, u32 dst_layer, u32 dst_level) { const DXTexture* src_dxtex = static_cast(src); ASSERT(static_cast(src_rect.right) <= src->GetWidth() && static_cast(src_rect.bottom) <= src->GetHeight() && src_layer <= src->GetLayers() && src_level <= src->GetLevels() && static_cast(dst_rect.right) <= GetWidth() && static_cast(dst_rect.bottom) <= GetHeight() && dst_layer <= GetLayers() && dst_level <= GetLevels() && src_rect.GetWidth() == dst_rect.GetWidth() && src_rect.GetHeight() == dst_rect.GetHeight()); const D3D12_TEXTURE_COPY_LOCATION dst_loc = { m_resource.Get(), D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {static_cast(CalcSubresource(dst_level, dst_layer))}}; const D3D12_TEXTURE_COPY_LOCATION src_loc = { src_dxtex->m_resource.Get(), D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {static_cast(src_dxtex->CalcSubresource(src_level, src_layer))}}; const D3D12_BOX src_box = RectangleToBox(src_rect); const D3D12_RESOURCE_STATES old_src_state = src_dxtex->m_state; src_dxtex->TransitionToState(D3D12_RESOURCE_STATE_COPY_SOURCE); TransitionToState(D3D12_RESOURCE_STATE_COPY_DEST); g_dx_context->GetCommandList()->CopyTextureRegion(&dst_loc, dst_rect.left, dst_rect.top, 0, &src_loc, &src_box); // Only restore the source layout. Destination is restored by FinishedRendering(). src_dxtex->TransitionToState(old_src_state); } void DXTexture::ResolveFromTexture(const AbstractTexture* src, const MathUtil::Rectangle& rect, u32 layer, u32 level) { const DXTexture* src_dxtex = static_cast(src); D3D12_RESOURCE_STATES old_src_state = src_dxtex->m_state; src_dxtex->TransitionToState(D3D12_RESOURCE_STATE_RESOLVE_SOURCE); TransitionToState(D3D12_RESOURCE_STATE_RESOLVE_DEST); g_dx_context->GetCommandList()->ResolveSubresource( m_resource.Get(), CalcSubresource(level, layer), src_dxtex->m_resource.Get(), src_dxtex->CalcSubresource(level, layer), D3DCommon::GetDXGIFormatForAbstractFormat(m_config.format, false)); // Only restore the source layout. Destination is restored by FinishedRendering(). src_dxtex->TransitionToState(old_src_state); } void DXTexture::FinishedRendering() { if (m_state != D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE) TransitionToState(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); } void DXTexture::TransitionToState(D3D12_RESOURCE_STATES state) const { if (m_state == state) return; ResourceBarrier(g_dx_context->GetCommandList(), m_resource.Get(), m_state, state); m_state = state; } void DXTexture::DestroyResource() { if (m_uav_descriptor) g_dx_context->GetDescriptorHeapManager().Free(m_uav_descriptor); if (m_srv_descriptor) g_dx_context->GetDescriptorHeapManager().Free(m_srv_descriptor); m_resource.Reset(); } DXFramebuffer::DXFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment, AbstractTextureFormat color_format, AbstractTextureFormat depth_format, u32 width, u32 height, u32 layers, u32 samples) : AbstractFramebuffer(color_attachment, depth_attachment, color_format, depth_format, width, height, layers, samples) { } DXFramebuffer::~DXFramebuffer() { if (m_depth_attachment) g_dx_context->DeferDescriptorDestruction(g_dx_context->GetDSVHeapManager(), m_dsv_descriptor.index); if (m_color_attachment) { if (m_int_rtv_descriptor) { g_dx_context->DeferDescriptorDestruction(g_dx_context->GetRTVHeapManager(), m_int_rtv_descriptor.index); } g_dx_context->DeferDescriptorDestruction(g_dx_context->GetRTVHeapManager(), m_rtv_descriptor.index); } } std::unique_ptr DXFramebuffer::Create(DXTexture* color_attachment, DXTexture* depth_attachment) { if (!ValidateConfig(color_attachment, depth_attachment)) return nullptr; const AbstractTextureFormat color_format = color_attachment ? color_attachment->GetFormat() : AbstractTextureFormat::Undefined; const AbstractTextureFormat depth_format = depth_attachment ? depth_attachment->GetFormat() : AbstractTextureFormat::Undefined; const DXTexture* either_attachment = color_attachment ? color_attachment : depth_attachment; const u32 width = either_attachment->GetWidth(); const u32 height = either_attachment->GetHeight(); const u32 layers = either_attachment->GetLayers(); const u32 samples = either_attachment->GetSamples(); std::unique_ptr fb(new DXFramebuffer(color_attachment, depth_attachment, color_format, depth_format, width, height, layers, samples)); if ((color_attachment && !fb->CreateRTVDescriptor()) || (depth_attachment && !fb->CreateDSVDescriptor())) { return nullptr; } return fb; } bool DXFramebuffer::CreateRTVDescriptor() { if (!g_dx_context->GetRTVHeapManager().Allocate(&m_rtv_descriptor)) { PanicAlertFmt("Failed to allocate RTV descriptor"); return false; } const bool multisampled = m_samples > 1; D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = { D3DCommon::GetRTVFormatForAbstractFormat(m_color_format, false), multisampled ? D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY : D3D12_RTV_DIMENSION_TEXTURE2DARRAY}; if (multisampled) rtv_desc.Texture2DMSArray.ArraySize = m_layers; else rtv_desc.Texture2DArray.ArraySize = m_layers; g_dx_context->GetDevice()->CreateRenderTargetView( static_cast(m_color_attachment)->GetResource(), &rtv_desc, m_rtv_descriptor.cpu_handle); DXGI_FORMAT int_format = D3DCommon::GetRTVFormatForAbstractFormat(m_color_format, true); if (int_format != rtv_desc.Format) { if (!g_dx_context->GetRTVHeapManager().Allocate(&m_int_rtv_descriptor)) return false; rtv_desc.Format = int_format; g_dx_context->GetDevice()->CreateRenderTargetView( static_cast(m_color_attachment)->GetResource(), &rtv_desc, m_int_rtv_descriptor.cpu_handle); } return true; } bool DXFramebuffer::CreateDSVDescriptor() { if (!g_dx_context->GetDSVHeapManager().Allocate(&m_dsv_descriptor)) { PanicAlertFmt("Failed to allocate RTV descriptor"); return false; } const bool multisampled = m_samples > 1; D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc = { D3DCommon::GetDSVFormatForAbstractFormat(m_depth_format), multisampled ? D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY : D3D12_DSV_DIMENSION_TEXTURE2DARRAY, D3D12_DSV_FLAG_NONE}; if (multisampled) dsv_desc.Texture2DMSArray.ArraySize = m_layers; else dsv_desc.Texture2DArray.ArraySize = m_layers; g_dx_context->GetDevice()->CreateDepthStencilView( static_cast(m_depth_attachment)->GetResource(), &dsv_desc, m_dsv_descriptor.cpu_handle); return true; } DXStagingTexture::DXStagingTexture(StagingTextureType type, const TextureConfig& config, ID3D12Resource* resource, u32 stride, u32 buffer_size) : AbstractStagingTexture(type, config), m_resource(resource), m_buffer_size(buffer_size) { m_map_stride = stride; } DXStagingTexture::~DXStagingTexture() { g_dx_context->DeferResourceDestruction(m_resource.Get()); } void DXStagingTexture::CopyFromTexture(const AbstractTexture* src, const MathUtil::Rectangle& src_rect, u32 src_layer, u32 src_level, const MathUtil::Rectangle& dst_rect) { const DXTexture* src_tex = static_cast(src); ASSERT(m_type == StagingTextureType::Readback || m_type == StagingTextureType::Mutable); ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() && src_rect.GetHeight() == dst_rect.GetHeight()); ASSERT(src_rect.left >= 0 && static_cast(src_rect.right) <= src_tex->GetWidth() && src_rect.top >= 0 && static_cast(src_rect.bottom) <= src_tex->GetHeight()); ASSERT(dst_rect.left >= 0 && static_cast(dst_rect.right) <= m_config.width && dst_rect.top >= 0 && static_cast(dst_rect.bottom) <= m_config.height); const D3D12_RESOURCE_STATES old_state = src_tex->GetState(); src_tex->TransitionToState(D3D12_RESOURCE_STATE_COPY_SOURCE); // Can't copy while it's mapped like in Vulkan. Unmap(); // Copy from VRAM -> host-visible memory. const D3D12_TEXTURE_COPY_LOCATION dst_loc = { m_resource.Get(), D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, {0, {D3DCommon::GetDXGIFormatForAbstractFormat(m_config.format, false), m_config.width, m_config.height, 1u, static_cast(m_map_stride)}}}; const D3D12_TEXTURE_COPY_LOCATION src_loc = { src_tex->GetResource(), D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, static_cast(src_tex->CalcSubresource(src_level, src_layer))}; const D3D12_BOX src_box = RectangleToBox(src_rect); g_dx_context->GetCommandList()->CopyTextureRegion(&dst_loc, dst_rect.left, dst_rect.top, 0, &src_loc, &src_box); // Restore old source texture layout. src_tex->TransitionToState(old_state); // Data is ready when the current command list is complete. m_needs_flush = true; m_completed_fence = g_dx_context->GetCurrentFenceValue(); } void DXStagingTexture::CopyToTexture(const MathUtil::Rectangle& src_rect, AbstractTexture* dst, const MathUtil::Rectangle& dst_rect, u32 dst_layer, u32 dst_level) { const DXTexture* dst_tex = static_cast(dst); ASSERT(m_type == StagingTextureType::Upload || m_type == StagingTextureType::Mutable); ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() && src_rect.GetHeight() == dst_rect.GetHeight()); ASSERT(src_rect.left >= 0 && static_cast(src_rect.right) <= m_config.width && src_rect.top >= 0 && static_cast(src_rect.bottom) <= m_config.height); ASSERT(dst_rect.left >= 0 && static_cast(dst_rect.right) <= dst_tex->GetWidth() && dst_rect.top >= 0 && static_cast(dst_rect.bottom) <= dst_tex->GetHeight()); const D3D12_RESOURCE_STATES old_state = dst_tex->GetState(); dst_tex->TransitionToState(D3D12_RESOURCE_STATE_COPY_DEST); // Can't copy while it's mapped like in Vulkan. Unmap(); // Copy from VRAM -> host-visible memory. const D3D12_TEXTURE_COPY_LOCATION dst_loc = { dst_tex->GetResource(), D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, static_cast(dst_tex->CalcSubresource(dst_level, dst_layer))}; const D3D12_TEXTURE_COPY_LOCATION src_loc = { m_resource.Get(), D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, {0, {D3DCommon::GetDXGIFormatForAbstractFormat(m_config.format, false), m_config.width, m_config.height, 1u, static_cast(m_map_stride)}}}; const D3D12_BOX src_box = RectangleToBox(src_rect); g_dx_context->GetCommandList()->CopyTextureRegion(&dst_loc, dst_rect.left, dst_rect.top, 0, &src_loc, &src_box); // Restore old source texture layout. dst_tex->TransitionToState(old_state); // Data is ready when the current command list is complete. m_needs_flush = true; m_completed_fence = g_dx_context->GetCurrentFenceValue(); } bool DXStagingTexture::Map() { if (m_map_pointer) return true; const D3D12_RANGE read_range = {0u, m_type == StagingTextureType::Upload ? 0u : m_buffer_size}; HRESULT hr = m_resource->Map(0, &read_range, reinterpret_cast(&m_map_pointer)); CHECK(SUCCEEDED(hr), "Map resource failed"); if (FAILED(hr)) return false; return true; } void DXStagingTexture::Unmap() { if (!m_map_pointer) return; const D3D12_RANGE write_range = {0u, m_type != StagingTextureType::Upload ? 0 : m_buffer_size}; m_resource->Unmap(0, &write_range); m_map_pointer = nullptr; } void DXStagingTexture::Flush() { if (!m_needs_flush) return; m_needs_flush = false; // If the completed fence is the same as the current command buffer fence, we need to execute // the current list and wait for it to complete. This is the slowest path. Otherwise, if the // command list with the copy has been submitted, we only need to wait for the fence. if (m_completed_fence == g_dx_context->GetCurrentFenceValue()) Renderer::GetInstance()->ExecuteCommandList(true); else g_dx_context->WaitForFence(m_completed_fence); } std::unique_ptr DXStagingTexture::Create(StagingTextureType type, const TextureConfig& config) { ASSERT(config.levels == 1 && config.layers == 1 && config.samples == 1); // Readback and mutable share the same heap type. const bool is_upload = type == StagingTextureType::Upload; const D3D12_HEAP_PROPERTIES heap_properties = {is_upload ? D3D12_HEAP_TYPE_UPLOAD : D3D12_HEAP_TYPE_READBACK}; const u32 texel_size = AbstractTexture::GetTexelSizeForFormat(config.format); const u32 stride = Common::AlignUp(config.width * texel_size, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); const u32 size = stride * config.height; const D3D12_RESOURCE_DESC desc = {D3D12_RESOURCE_DIMENSION_BUFFER, 0, size, 1, 1, 1, DXGI_FORMAT_UNKNOWN, {1, 0}, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE}; // Readback textures are stuck in COPY_DEST and are never GPU readable. // Upload textures are stuck in GENERIC_READ, and are never CPU readable. ComPtr resource; HRESULT hr = g_dx_context->GetDevice()->CreateCommittedResource( &heap_properties, D3D12_HEAP_FLAG_NONE, &desc, is_upload ? D3D12_RESOURCE_STATE_GENERIC_READ : D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&resource)); CHECK(SUCCEEDED(hr), "Create staging texture resource"); if (FAILED(hr)) return nullptr; return std::unique_ptr( new DXStagingTexture(type, config, resource.Get(), stride, size)); } } // namespace DX12